//=============================================================================
// ZEDGunProjectile
//=============================================================================
// Energy ball projectile for the ZEDGun
//=============================================================================
// Killing Floor Source
// Copyright (C) 2012 Tripwire Interactive LLC
// John "Ramm-Jaeger" Gibson
//=============================================================================
class ZEDGunProjectile extends LAWProj;

var()   float       HeadShotDamageMult;

var     Emitter     FlameTrail;
var     class<Emitter> ExplosionEmitter;
var     class<Emitter> FlameTrailEmitterClass;
var     float       ExplosionSoundVolume;

//-----------------------------------------------------------------------------
// PostBeginPlay
//-----------------------------------------------------------------------------
simulated function PostBeginPlay()
{

	if ( Level.NetMode != NM_DedicatedServer )
	{
		if ( !PhysicsVolume.bWaterVolume )
		{
			FlameTrail = Spawn(FlameTrailEmitterClass,self);
		}
	}

	OrigLoc = Location;

	if( !bDud )
	{
		Dir = vector(Rotation);
		Velocity = speed * Dir;
	}

	super(ROBallisticProjectile).PostBeginPlay();
}

simulated function Explode(vector HitLocation, vector HitNormal)
{
	local Controller C;
	local PlayerController  LocalPlayer;
	local float ShakeScale;

	bHasExploded = True;

	// Don't explode if this is a dud
	if( bDud )
	{
		Velocity = vect(0,0,0);
		LifeSpan=1.0;
		SetPhysics(PHYS_Falling);
	}

	PlaySound(ExplosionSound,,ExplosionSoundVolume);
	if ( EffectIsRelevant(Location,false) )
	{
		Spawn(ExplosionEmitter,,,HitLocation + HitNormal*20,rotator(HitNormal));
		Spawn(ExplosionDecal,self,,HitLocation, rotator(-HitNormal));
	}

	BlowUp(HitLocation);
	Destroy();

	// Shake nearby players screens
	LocalPlayer = Level.GetLocalPlayerController();
	if ( LocalPlayer != none )
	{
		ShakeScale = GetShakeScale(Location, LocalPlayer.ViewTarget.Location);
		if( ShakeScale > 0 )
		{
			LocalPlayer.ShakeView(RotMag * ShakeScale, RotRate, RotTime, OffsetMag * ShakeScale, OffsetRate, OffsetTime);
		}
	}

	for ( C=Level.ControllerList; C!=None; C=C.NextController )
	{
		if ( PlayerController(C) != None && C != LocalPlayer )
		{
			ShakeScale = GetShakeScale(Location, PlayerController(C).ViewTarget.Location);
			if( ShakeScale > 0 )
			{
				C.ShakeView(RotMag * ShakeScale, RotRate, RotTime, OffsetMag * ShakeScale, OffsetRate, OffsetTime);
			}
		}
	}
}

// Get the shake amount for when this projectile explodes
simulated function float GetShakeScale(vector ViewLocation, vector EventLocation)
{
	local float Dist;
	local float scale;

	Dist = VSize(ViewLocation - EventLocation);

	if (Dist < DamageRadius * 2.0 )
	{
		scale = (DamageRadius*2.0  - Dist) / (DamageRadius*2.0);
	}

	return scale;
}

// Overridden to not do explosive damage
simulated function BlowUp(vector HitLocation)
{
	if ( Role == ROLE_Authority )
		MakeNoise(1.0);
}

simulated function ProcessTouch(Actor Other, Vector HitLocation)
{
	local vector X;
	local Vector TempHitLocation, HitNormal;
	local array<int>	HitPoints;
	local KFPawn HitPawn;

	// Don't let it hit this player, or blow up on another player
	if ( Other == none || Other == Instigator || Other.Base == Instigator )
		return;

	// Don't collide with bullet whip attachments
	if( KFBulletWhipAttachment(Other) != none )
	{
		return;
	}

	// Don't allow hits on poeple on the same team
	if( KFHumanPawn(Other) != none && Instigator != none
		&& KFHumanPawn(Other).PlayerReplicationInfo.Team.TeamIndex == Instigator.PlayerReplicationInfo.Team.TeamIndex )
	{
		return;
	}

	// Use the instigator's location if it exists. This fixes issues with
	// the original location of the projectile being really far away from
	// the real Origloc due to it taking a couple of milliseconds to
	// replicate the location to the client and the first replicated location has
	// already moved quite a bit.
	if( Instigator != none )
	{
		OrigLoc = Instigator.Location;
	}

	X = Vector(Rotation);

	if( Role == ROLE_Authority )
	{
		if( ROBulletWhipAttachment(Other) != none )
		{
			if(!Other.Base.bDeleteMe)
			{
				Other = Instigator.HitPointTrace(TempHitLocation, HitNormal, HitLocation + (200 * X), HitPoints, HitLocation,, 1);

				if( Other == none || HitPoints.Length == 0 )
					return;

				HitPawn = KFPawn(Other);

				if (Role == ROLE_Authority)
				{
					if ( HitPawn != none )
					{
						// Hit detection debugging
						/*log("Bullet hit "$HitPawn.PlayerReplicationInfo.PlayerName);
						HitPawn.HitStart = HitLocation;
						HitPawn.HitEnd = HitLocation + (65535 * X);*/

						if( !HitPawn.bDeleteMe )
							HitPawn.ProcessLocationalDamage(Damage, Instigator, TempHitLocation, MomentumTransfer * Normal(Velocity), MyDamageType,HitPoints);


						// Hit detection debugging
						//if( Level.NetMode == NM_Standalone)
						//	HitPawn.DrawBoneLocation();
					}
				}
			}
		}
		else
		{
			if (Pawn(Other) != none && Pawn(Other).IsHeadShot(HitLocation, X, 1.0))
			{
				Pawn(Other).TakeDamage(Damage * HeadShotDamageMult, Instigator, HitLocation, MomentumTransfer * Normal(Velocity), MyDamageType);
			}
			else
			{
				Other.TakeDamage(Damage, Instigator, HitLocation, MomentumTransfer * Normal(Velocity), MyDamageType);
			}
		}
	}

	if( !bDud )
	{
	Explode(HitLocation,Normal(HitLocation-Other.Location));
	}
}

simulated function Destroyed()
{
	if ( FlameTrail != none )
	{
		FlameTrail.Kill();
		FlameTrail.SetPhysics(PHYS_None);
	}

	Super.Destroyed();
}

defaultproperties
{
     HeadShotDamageMult=1.500000
     ExplosionEmitter=Class'PerksSimHostOrg.ZEDProjectileImpact'
     FlameTrailEmitterClass=Class'PerksSimHostOrg.ZEDProjectileTrail'
     ExplosionSoundVolume=1.650000
     ExplosionSound=Sound'KF_ZEDGunSnd.Fire.KF_WEP_ZED_Projectile_Explode'
     ArmDistSquared=0.000000
     AmbientVolumeScale=2.500000
     Speed=1500.000000
     MaxSpeed=1700.000000
     Damage=85.000000
     DamageRadius=0.000000
     MyDamageType=Class'PerksSimHostOrg.DamTypeZEDGun'
     ExplosionDecal=Class'KFMod.FlameThrowerBurnMark_Medium'
     LightType=LT_Steady
     LightHue=128
     LightSaturation=64
     LightBrightness=255.000000
     LightRadius=8.000000
     LightCone=16
     StaticMesh=StaticMesh'ZED_FX_SM.Energy.ZED_FX_Energy_Card'
     bDynamicLight=True
     AmbientSound=Sound'KF_ZEDGunSnd.Fire.KF_WEP_ZED_Projectile_Loop'
     DrawScale=1.000000
     AmbientGlow=254
     bUnlit=True
}
